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Latest Update: Version 1.232 (November 14, 2019)

One hundred years after the events of Blackmoon Prophecy, the world of Gaia has recovered from the conflict with Emperor Belmont, Malacore, and Zeul which saw a group of adventurers, today known as the Light Warriors, save the world from certain doom.

The rebuilt Lindblum Kingdom stands proudly as the world's fastest growing economical and military force. With the fierce backing of Esperkind behind the kingdom, it appeared that nothing would disrupt the immense prosperity that Lindblum was experiencing until Esperkind suddenly turned against Lindblum. The game follows the adventures of a young Augurer (specially trained anti-Esper monster summoner) named Zephyr Highwind who is forced to abandon his simple lifestyle of looking after Winter, a white chocobo which belonged to his deceased sister Ezra. With new friends aiding him, Zephyr seeks to put an end to the rising hostilities between Lindblum and the Espers, led by Ramuh, before the conflict engulfs the entire globe.


Blackmoon Prophecy II features twelve main characters, five optional characters, and two guest characters. Expected playtime should be in the range of 40+ hours.

Check out Blackmoon Prophecy across the internet for lots of progress updates and screenshots not shown on RMN (in order to prevent spamming the front page/everyone's notices).






Need help? Check out Firefly84's guide here.

Latest Blog

Blackmoon Prophecy II: "The Crystal War" Story Expansion

Blackmoon Prophecy II is getting, for lack of a better word, an "expansion".

Because of recent interest in the game over Discord and in LPs, my interest in providing updates to the game has been rekindled and I have decided that the Crystal War, an event that occurred one year prior to the start of the first Blackmoon Prophecy game, will be explored in Blackmoon Prophecy II as an optional story arc that will, hopefully, be a few hours in length. A few years back I tossed around the idea of making a short standalone prequel game based around the Crystal War, but I recently decided that it would be cool to allow the heroes of Blackmoon Prophecy II to relive it instead.

The update for this content will be called Blackmoon Prophecy II: The Crystal War. Updates on HOW to access to the content will be provided when I've made some sufficient progress. Suffice to say, it will not be available until late in the game after the party has messed with the timeline a bit. Without going into detail, the result of their exploits will allow them to travel to another timeline in Gaia's past and explore the Crystal War as it unfolded.

Vera will be required to lead the party for the duration of the Crystal War update since she was a major figure in the war. If you're interested in this future update, then get to leveling her up if you haven't! Level 60 will probably be the recommended minimum level for this content.

A few new summons, that will lend themselves specifically to Vera, may also appear. I've added a link to a Strawpoll below for you guys to vote on who you would like to see appear as a summon.

Expect updates in the coming weeks. Though I can't say WHEN I plan for this update to be finished, I'll say that I would LIKE for it to be ready in December of this year to mark the game's two year anniversary since being released.

New summons poll: https://www.strawpoll.me/18815727

Expect more updates in the coming weeks!
  • Completed
  • UPRC
  • thomasstoutXXV (Live Testing)
    LaMasquerade (Composer)
  • RPG Maker VX Ace
  • RPG
  • 11/05/2013 03:32 PM
  • 10/20/2019 07:41 PM
  • 12/23/2017
  • 911243
  • 241
  • 3198

Posts

UPRC
Exciting, but ultimately pointless.
5354
What happens when you try to load the save? Does it just crash or?
author=UPRC
What happens when you try to load the save? Does it just crash or?

all loads are in blank!!
it is as it doesn´t exist!
thanks!!

UPRC
Exciting, but ultimately pointless.
5354
Okay, I just tested it. Old saves simply cannot work after removing the Mode 7 script for some reason. If you leave the script intact but leave the dll files, the game won't launch. If you remove the script and the dll files, then old saves will not appear BUT the game should not crash any longer.

You'll either have to go back to the crashing version of the game or replay back to whatever point you were at again. If you want the former again, I can upload the original scripts data file for you.
Thanks,I wanna play but wanna help the test too,
so I will play from the beginning to see
if it don´t trash, if anything happens I
willl report!!
By the way it is another great game
like the other one!!
what does the stat Vitality do thanks
UPRC
Exciting, but ultimately pointless.
5354
author=Vanille
what does the stat Vitality do thanks


It's the default luck stat, so it affects how susceptible you are to positive and negative status ailments.
Hello~

Just finished your demo and thought I would add some comments to your five questions.


>>1. I'm rarely ever experiencing this myself, but scripts may be causing frequent crashing for some people. When does this crashing occur most often? Specific moments when the crashing occurred would help tremendously.<<

I did experience some crashes throughout the game. They seemed very random, so I couldn't provide you with any specific reasons why. For the record - I did experience the same problems with your first Blackmoon Prophecy game, and found that if I added the game .exe in my DEP list on my computer, the crashes became fewer in number but did not go away altogether. I just started saving my game ALOT to avoid having to go back too far after a crash.

>>2. Testers complained that the game grew too difficult for them after they returned from Ivalice with Jasmine. I tried to take steps to resolve this, mainly by increasing experience gains for all monsters. To anyone who may finish the demo, how does the difficulty feel for you from start to finish? Do any moments feel too easy? Too hard?<<

The difficulty was fine for me, but then again, I am a grinder and had my party up to level 5 and equipped with the best armor before I even set out on any major quests. My only complaint in this area is that the random encounters do seem a little high. I seemingly couldn't take any more than 5 steps at any time throughout this demo without an encounter. It never really put me in a bind because I always made sure I was stocked on usables. but it did make for slow going at times. An escape option would be favorable.

>>3. Are items affordable? Do any shops feel as if they're lacking items they should have? I've had one person bring up that they were stuck with the same pieces of equipment for too long. If others feel this way, I'll take steps to change that.<<

Having the same armor for a long period didn't seem to affect my party in battles too much. After I crafted some better weapons, I didn't even really worry about it. Items seemed affordable enough, but as I said earlier - I'm a grinder - if I don't have enough money for an item - I grind until I do before moving on.


>>4. Does upgrading weapons feel like it requires farming or grinding, or was it mostly pretty easy to acquire what was asked for by crafters to make new weapons? Does ore (both iron and mythril) feel like it is easily obtainable? For reference, iron is introduced when the player is heading to Lindblum City while mythril is introduced roughly around the time that the party is heading to Altair to use the underground tunnel.<<

My iron ore stash was plentiful by the end of the demo, and after I furnished the garrison with the magic furnace I just used gold to convert to any mythril I needed for crafting. I didn't really find any mythril ore in battles until the end of the demo when I didn't need it anymore because I had already used gold to craft mythril for the best weapons for my party. One thing I did notice - in Altair the crafter there says he needs wood planks as an ingredient to craft the Mythril Rod - that is incorrect - he needs Screws.

>>5. If you've completed the demo, what level were your party members at? Who did you use for a party by the end of the demo? What was your total play time?<<

My end party included the initial Augurer with the Chocobo - can't remember his name as I renamed him Tyrion - finished at Level 18, the Black Mage who was trained by Oalston - again, can't remember his name as I renamed him Mordred - finished at level 17, Reiner - who I renamed Cormac - finished at level 18, and Edric the knight, who I tried to rename Bedivere but it didn't take - finished at level 15. My total gameplay time was 15 hours and 18 minutes. Hope this helps - looking forward to more content as I really enjoyed this demo. Rock!



UPRC
Exciting, but ultimately pointless.
5354
Whoa! Close to level twenty and fifteen hours? These numbers just keep getting higher and higher! With a total that high, I'd estimate that you'd be over fifty hours by the end of the game since this is only 1/3 of the game at the very most! You must've had the tier 2 limits, how did they feel to you?

Thanks for all the feedback! You can run from random battles (unless it's a back attack). When the battle starts, you have the choice to either fight or run before you even start taking turns with your characters.

Thanks for catching the issue with the crafter in Altair. He's supposed to need wood planks rather than screws, so I'll take care of that. The issue probably exists in Tzen as well, since they mostly have the the same crafting options. Glad you enjoyed yourself!


author=andreroberto
Thanks,I wanna play but wanna help the test too,
so I will play from the beginning to see
if it don´t trash, if anything happens I
willl report!!
By the way it is another great game
like the other one!!

And just touching upon this, I might forego regular testing soon and instead opt to simply upload chunks of the game as I go and let you guys find ways to break the game and such as I go. Think Steam early access where you get to play games that are still in the alpha stage and you get to help influence/shape their direction.

Nine times out of ten, I incorporate feedback I get from you guys because what I receive at RMN has always been top notch and very helpful. We'll see how it goes!
Is agility stat just for speed of is it hit and evasion or is there a another stat for hit and evasion and what do all the stats do thanks.
UPRC
Exciting, but ultimately pointless.
5354
author=Vanille
Is agility stat just for speed of is it hit and evasion or is there a another stat for hit and evasion and what do all the stats do thanks.


Speed is pretty much how fast the ATB gauge fills up per character.

There's hit rate and evasion as well. I'll need to see if I can squish those two stats onto the status screen somehow.
I tried to write my thought about the game until... well, the game crashed (the same way it happened in the first demo), and like always I forgot to save. I'm sorry UPRC, your game is nice, but I can't play a game which randomly crashes unless the game has a way to quickly save and reload, since I am really forgetful.

# Title screen music is awesome, kind of a shame since most people will barely listen to it.
# Intro scrolls way too fast for me (I am a nonnative English speaker), although I managed to skim through the general plot.
# Not that I'm complaining, but aren't credits usually play at the end of the game?
# Oh, it's Locke, with a generic wake up scene :)
# I just love the FF6 introduction style of new Characters.
# You actually have a few typos at the start… weird.
# Love the town layout.
# I like the idea of the Augurers, but it feels kind of strange for them to have been formed only "several months ago" and already fighting monsters using summoning. Is becoming a summoner such an easy task? The organization also seems surprisingly organized for a newly formed one.
Also, Reiner is a veteran of… what?
# It's great how Zephyr and Reiner have two contrasting personalities, seems like a great source for humor later on.
# I like the battle animation, explanations by Reiner were nice and clear.
# Save!
# Mode 7 script seems to cause trouble. Surrounding is blurry while walking. Exiting main menu and battle screen has around 3.5 seconds delay (seems too much for me).
# Decent experience and gold won during battles.
# I seem to Sometimes encounter a small delay during battles, everyone start walking in place for 2-3 seconds and then continue battling. ATB experiencing delays in general…
# Seahorses aren't too bad, you can kill them with two Sonic Dives by Zephyr (costs only a measly 4 MP). They cast ice which is dangerous though. Both Sunbath and Sonic Dive are cheap and overpowered in my opinion for this point of the game, and I see myself spamming them for sure.
# Why is defence called stamina? Also, what is vitality?
# Ok, I ventured into the cave and it is nice for a first cave. I do feel like the gem collectors are a bit too easygoing. I mean, a few of those gems were really easy to get.
# …and it crashed. Oh well.
UPRC
Exciting, but ultimately pointless.
5354
I'm on my way to bed so I'm just going to touch upon the major thing, the crashing and Mode 7. It's believed that they may be related, I'd suggest grabbing the possible fix I've uploaded to the downloads. The "blur" that you are experiencing seems to occur only on some machines as well, as Mode 7 works fine on my PC, but it looks and runs awfully on my laptop for some reason.

Some people experience no crashing, some experience plenty. I myself only experience the odd crash maybe once or twice a week throughout hours upon hours of testing. I don't know if it boils down to pure luck or if it's system specific. I can only suggest trying it without the Mode 7 script to see if that helps any.

Alsooooo


He's not Locke, damn it. :(
Hey! Long time follower, but I've just finally made an account here. I haven't gotten time to play the new demo yet, but I am reading about the Mode 7 crashes. I have made my own fangame and had some problems with it too. It turns out that it's not disposing things properly, and eventually the memory leak will cause the RGSS Player to crash. Here's the simple fix for that, just insert it below the mode 7 script in the script editor. Credit to Mithran of the RPGMaker forums.

author=Mithran
class Spriteset_Map
alias dispose_tilemap_b4mode7 dispose_tilemap
def dispose_tilemap
@tilemap_mode7.dispose if @tilemap_mode7
@tilemap_classic ? @tilemap_classic.dispose : @tilemap.dispose
end
end

I hope this helps! Unless you've already put that in your fixed version, I haven't checked that.

Also, my own game uses Tankentai as well and I have a pretty firm grasp of it. If you ever need any help with it please don't hesitate to ask!
author=UPRC
author=Vanille
Is agility stat just for speed of is it hit and evasion or is there a another stat for hit and evasion and what do all the stats do thanks.
Speed is pretty much how fast the ATB gauge fills up per character.

There's hit rate and evasion as well. I'll need to see if I can squish those two stats onto the status screen
cool thanks evasion is one of my favourite stats if you include it will there be a way to raise it by stats boosting items or will shields boost it or will it go up at level up or be the same where it wont chance apart from accessories will it be a percentage or just a number.
will 255 be max stats or will they go past that like in the 1st game and will you be adding a bestiary in a future update or after the game is finished.
UPRC
Exciting, but ultimately pointless.
5354
author=RydiaMist
Hey! Long time follower, but I've just finally made an account here. I haven't gotten time to play the new demo yet, but I am reading about the Mode 7 crashes. I have made my own fangame and had some problems with it too. It turns out that it's not disposing things properly, and eventually the memory leak will cause the RGSS Player to crash. Here's the simple fix for that, just insert it below the mode 7 script in the script editor. Credit to Mithran of the RPGMaker forums.

author=Mithran
class Spriteset_Map
alias dispose_tilemap_b4mode7 dispose_tilemap
def dispose_tilemap
@tilemap_mode7.dispose if @tilemap_mode7
@tilemap_classic ? @tilemap_classic.dispose : @tilemap.dispose
end
end

I hope this helps! Unless you've already put that in your fixed version, I haven't checked that.

Also, my own game uses Tankentai as well and I have a pretty firm grasp of it. If you ever need any help with it please don't hesitate to ask!

Ah, awesome! Thanks for that, I'll add it to the script when I get home today! As for Tankentai, I'm having no issues with it yet other than not being able to tell if stat buffs are working (states such as protect are applied, but the damage doesn't seem any lower when a character is hit). There will be some attacks later that I'll need to figure out how to make work properly in Tankentai such as Meteo or Omni-Slash (making many damage numbers pop up during one animation), but that's much further down the road.


author=Vanille
quote] cool thanks evasion is one of my favourite stats if you include it will there be a way to raise it by stats boosting items or will shields boost it or will it go up at level up or be the same where it wont chance apart from accessories will it be a percentage or just a number.

Evasion's in already, it's an actual stat in VX Ace. I just need to find a good status menu script that shows it, or figure out how to make it show up myself.


author=Vanille
will 255 be max stats or will they go past that like in the 1st game and will you be adding a bestiary in a future update or after the game is finished.

255 isn't the maximum number for anything in this game. I go above 255 because the old Final Fantasy games couldn't display/process numbers higher than that for stats or something along those lines. RPG Makers don't have that issue at all, so it's never been a concern. I find working with a scale of 1 to 999 is much easier anyhow.

I do want to include a bestiary as well, I just need to figure out how/why new menu items aren't showing up. It's been that way since I started the game and I'm not sure why, as I'm only using Yanfly's menu and I've never had issues adding other menu scripts before (such as achievements or a bestiary).
I just made some timeline for your series: link.
I tried to put everything I know and other substantial information, but it's hard.
UPRC
Exciting, but ultimately pointless.
5354
Awesome! I can help you fill it in. The Crystal War was also one year before the first game. ;)
author=UPRC
Awesome! I can help you fill it in. The Crystal War was also one year before the first game. ;)
One year, I thought I saw the intro of FFBP saying it was fifty years before the first game's events. Must be seeing things.
author=UPRC
Ah, awesome! Thanks for that, I'll add it to the script when I get home today! As for Tankentai, I'm having no issues with it yet other than not being able to tell if stat buffs are working (states such as protect are applied, but the damage doesn't seem any lower when a character is hit). There will be some attacks later that I'll need to figure out how to make work properly in Tankentai such as Meteo or Omni-Slash (making many damage numbers pop up during one animation), but that's much further down the road.


Glad I could help, I hope it fixes the problem for you. As for Protect and stuff, I really, really hope you don't mind but I took a quick peek in the database of the demo just to see how you had the Protect state set up. It looks like you have it set up to double defense? What you could try instead is having it change the SP Parameter "PDR". PDR is just a percent value of physical damage taken, setting it to say PDR * .5 will make you take half physical damage while the state is on. MDR is the same stat for magical damage. It might be easier for you to control the effect that way. Again, sorry if I overstepped or anything by looking.

Making multiple hit skills is no problem, I'd be happy to show you how to set those up when you get to them. ^^